Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 07/10/23 in all areas

  1. New screen of MiG-23 from Razbam's discord Overstratos : "Full internal cockpit reveal soon!"
    19 points
  2. Starting to look photoreal in places
    10 points
  3. Working on new asset! Military research facility. Another reactor and building.
    9 points
  4. Cross post for those who are not on the Razbam discord
    8 points
  5. Модули: WW2 Assets Spitfire Mk IX Channel map Летая нашу ПвП кампанию на тему Битвы за Британию, мы столкнулись с тем, что стрелки Ju 88 очень редко стреляют по атакующих их истребителям. Они, конечно, стреляют, но: 1. В строю из 4-16 Ju 88, только 1-2 стреляют одновременно. Часто очень длинными очередями "Вникуда", или просто сильно промахиваясь даже по прямолетящим у них на "Шести" истребителям. 2. В одном из боёв, Ju 88 вместо стрельбы по Спитфайру у него на шести в 500 метрах, стрелял по Спитфайру в 2300м в стороне! 3. Стрелки Ju 88 стреляют более активно и точнее ночью! 4. Сами Ju 88 какие-то хрупкие. Я не эксперт и не программист, и это, конечно, эмоции. Но из всех Авиасимов что я играл, в ДКС сбить Ju 88 проще всего. Кажется, что одного-двух 20мм снарядов Hispano в фюзеляж или крыло, достаточно чтобы тот загорелся... Впечатление, что 20мм снаряд наносит больше повреждений Ju 88 чем Bf109 или Fw190. Но, опять же, это эмоции "Хрупкость" Ju 88 и пассивность стрелков, приводит к тому, что Бомбардировщики превращяются в какие-то гражданские транспорты, перевозящие взрывоопасные грузы... Вот ссылки на Серверные Таквью и Серверные Треки трёх миссий, в которых большоре количество примеров пассивности стрелков и "Хрупкости" Ju 88: https://drive.google.com/file/d/1YedVG-lUOMW_xhk4zMZbUh_1qWfgX7oM/view?usp=sharing https://drive.google.com/file/d/1XO3XOyjkj5kWS58Iay-UbOoigMd5jBWj/view?usp=sharing https://drive.google.com/file/d/1t6R4cMeW9YeVsWxTY8THwk8nCyYSdg91/view?usp=sharing https://drive.google.com/file/d/1Tg10DSpaVJ7bJzZPaSPOAkMPpurTakGT/view?usp=sharing https://drive.google.com/file/d/159GcUl1EfVdckAgjOT6H-at3yGRa9NoN/view?usp=sharing https://drive.google.com/file/d/1_9Z2FyyLKt5_Y8-G1vLhEmSjtRFXmlzh/view?usp=sharing Спасибо
    6 points
  6. Seems like you both expect the module to be out of early access in just a month
    6 points
  7. Наоборот бы расширить на восток, до Чечни и Ставрополья
    5 points
  8. 4 points
  9. @Watari George is still very much WIP (I know its been said a lot, but it is true), as both a Pilot and a CPG. We are always looking for ways to improve the interaction, and a general search mode has already been requested: As the aircraft evolves in Early Access it is necessary to ensure George's abilities evolve with it. Sometimes these changes cause unforeseen effects in his behavior. Typically these are found in testing, but a few slip through. We have a number of bug reports regarding George's flying habits and his weapon usage that are being addressed. As for the AI interface, it shouldn't impact the number of keybinds since those keybinds are only active when the interface is displayed. As an example, I have a 4-way POV hat set as both my Sight Select switch and my George AI interface 4-way commands in both cockpit.
    4 points
  10. Or people could go to the DCS server pages, list all available servers, and copy the IP from the server that we want to connect to. Then, paste that into the server IP address in the connect screen and try to connect the server. You know, the absolute bare necessities. We luckily don't have to do that because we have an integrated server discovery UX, and people today are used to integrated server discovery. Now, there are many games - especially on the Steam side of the universe - that have integrated mission ('level', scenario, MOD, whatever extension you like) discovery, and it adds to the user experience, it draws in more users. Even better, if ED integrated mission upload to their user files into Mission Editor, the uploading app (ME) can harvest tons of metadata from the mission: what planes can be player-controlled, what map, what MODs, what weather, time period etc. Plus, mission designers can update their missions at the touch of a button, and players always have access to the most up-to-date version. It would make DCS a much better experience for players. Plus, ED can implement automatic scans for malicious bits, increasing trust in all things downloaded. A couple of months ago, I made a similar suggestion, but unfortunately, ED have never responded nor acknowledged it, so I have no idea if this (IMHO quite obvious improvement) ever made it before the eyes of the team. Imagine we had something like this in our 'Load Mission' screen: IMHO, that would be a far cry from the current 90's era 'download your own adventure' that is currently the maximum of comfort in DCS.
    4 points
  11. This. Can’t believe they didn’t have it on initial release.
    4 points
  12. Lol no that didn't offend me or nothing, just wanted to point out the nuance about the beta software in question. I think his point there is that he is running at something like 4k x 4k per eye and hitting 90 FPS, but surely this doesn't look like the most scenery you've ever seen lol. I'm sure there will be more benchmarks and demos once both Pimax and my software roll out.
    4 points
  13. He is using special beta software given to him by me. Quad views DFR is the bomb, ask almost any DCS user with an Aero or a Quest Pro. He is testing the Crystal version of that same DFR software which has a proven track record of doing a pretty good job. Agreed on the lack of precise benchmark though (side-by-side comparisons like Lukas has done for Quest Pro would have looked great). That said I can tell you first hand, the gains and performance are great with the eye tracking and foveated rendering on Crystal.
    4 points
  14. Hope MFD Exports can be used in the near future.
    4 points
  15. Hello I know, that the previous topic about this issue was closed, and, apparently, developers are trying to solve the problem. But I would like to add more Tracks and Tacview, in case that can be useful. Feel free to delete this topic, if the gunner problem, is solved already In our DCS community, we are flying an dynamic multiplayer PvP Campaign in a Battle of Britain setting. I am not a programmer or a WW2 air warfare expert. But the AI bomber losses in our multiplayer campaign are massive! Is particular Ju88, are very easy to shoot down and almost never fire back with their gunners. For example, is the tacview and track, you can see, that when in formation, only one, very rarely two Ju 88 gunners would ever fire. They fire very randomly. Often fire very long but inaccurate bursts. There is an instance on the tacview, where Ju 88 gunner ignored an Spitfire at 500 meters on its six, but did fire at another spitfire 2300m away! Also, I don't know why, but Ju 88 "feel" squishy, and catch fire almost anytime a 20mm shell lands on its fuselage or wings. May be that's realistic, may be not. Our impression, that 20 hispano does much more damage to Ju 88 than Bf109 or FW190... Its all emotional, of course. But out of all aircraft simulators I've played, In DCS Ju 88 are the most fragile of all. Combine that with passive gunners, and you get situations,where Spitfire hangs on a tail of 16 Ju 88 and shoots them one after another with no risk to itself. Me and my friends are begging you (developers) to fix this issue, so we can enjoy WW2 DCS even more. Thank you! Here are the links to the server track and server Tacview: https://drive.google.com/file/d/1YedVG-lUOMW_xhk4zMZbUh_1qWfgX7oM/view?usp=sharing https://drive.google.com/file/d/1XO3XOyjkj5kWS58Iay-UbOoigMd5jBWj/view?usp=sharing
    4 points
  16. What is in Wikipedia is definitely the perfect source for reliable and comparable data... Just saying...
    4 points
  17. You can put trigger in ME to clean some zone in city area of default map buildings and put this asset there.
    4 points
  18. I think at this point, we are asking that it needs to be "priority" rather than just "working on it". AI and weapon damage model are more important than high resolution pilot model.
    4 points
  19. Hardly. Every module released EA or otherwise has included the lua’s that allowed exporting MFD’s including the Harrier which is a RAZBAM module. Just find it odd that they aren’t included.
    3 points
  20. Reducing lifespan of the PC? Its not something I would be concerned about personally. Open beta is a public test build so there is a higher chance of a crash event but other than that its not an issue. The patch cycle is quicker than stable version as we use open beta to look for the show stopping issues before patching stable version.
    3 points
  21. You are making some pretty false assumptions here. I strongly suggest you double-check your sources. If you want to have access to the appropriate performance data I strongly suggest you take a look at the actual flight manual of the F1ED version which is publicly available and also contains all sorts of performance charts and data you might be interested in. This should hopefully clarify most things for you. Also, if you have trouble using the radar and you think there is something wrong I would kindly like to ask you to open a different thread and please also include a track. A short vid would also help to support your claim. Thank you.
    3 points
  22. @KeyserSoze62 Thanks so much for the encouraging words, I really appreciate it. 311Gryphon made really cool playthrough mini movie of the mission - checkmate out!
    3 points
  23. The thing is to get precise control with 1:1 curves, you need a 1:1 stick extension/throw. You can mitigate that through angles with shorter sticks (no extension), but you will have to compromise on precision around the center. That's why I wanted to point out the "remove all axis adjustment and everything is fine" isn't necessarily the best idea, depending on your setup. Usually it is a good idea to orient the adjustment on the physical vs. in-game stick. For example, the TM Warthog has more throw (angles) than a real stick. If you actually put in a 40cm extension to replicate the original control column, the Warthog will allow for a far wider movement than the real stick. So to compensate you would decrease the saturation to reach 100% deflection at a similar angle, compared to in-game. That's why Virpil sells the M50-Base optimised for extensions, while the Warbird-base for desk/non-extension setups. If you reverse that and use a non-extension TM Warthog on a in-game stick like the F-15E you can use the extended throw (angles) to your advantage, but still around the center the force required to overcome the friction is an issue and often leads to Pilot-Induced-Oscillations, as you mimic 4-5 cm travel in-game with about 1cm travel on your physical stick. That's where compromising a bit of precision at the full deflection edges vs more precise control around the center can help. The sweet spot is typically different for everyone and if you get more comfortable with a new aircraft and muscle memory kicks in you may even dial it down again, but there is a very good reason ED implemented the option to adjust the axis. We just need to understand adjusting axis with a shorter stick than in real life is a compromise, sacrificing precision at one end or the other. You need to decide what works best for your setup and gives you the best results. Especially if you fly multiple, different modules with the same setup.
    3 points
  24. No, just basic things. About MFD export they have right. Many people use this (not me, Im VR guy), so it's understandable that it's better to have a certain button on the MFD not working (and no one expects it, just notice) but at least basic functions like export should be. I think that's understandable. I would probably feel weird if VR didn't work for me because EA and you only have half a monitor, export is not unusual. Great!
    3 points
  25. First post updated: v 1.01 added reduced reactor armor removed unzipped textures
    3 points
  26. It depends on what scenario you want to portray. If you want Germany 1985 it will be this massive mix of planes meeting and doing their different tasks, older and newer like I talked before. If you want to go for a bit of an extreme example, on the favor of the 23, you could have MiG-23MLA with R-24 vs Mirage F1 with Magics only (no radar missiles) as that's what happened in the Angolan War, or an extreme example against the 23, post desert storm 90s Iraq vs UN no fly zone enforcement against amraam equipped F-16C / F-15C. A setting I'm quite the fan of is Iran-Iraq war, with a mix of different 23 models (MF + ML), MiG-21bis, Mirage F1 with Super 530 vs F-5E, F-4E (slat + non slat), F-14A with AIM-9J/P / AIM-7E / AIM-54A. 23MLD vs F-16A for Soviet - Pakistani tensions in Afghanistan is interesting too. There's lots of possible scenarios, both real, plausible what ifs, etc. Depends on what people want to do. Trying to go for absolute match ups is more of a team deatchmatch arena / war thunder view than anything.
    3 points
  27. I have posted a video that addresses the issues for mission 2 in the Operation Reforger 2 campaign. This worked consistently for me as I flew it a couple of times while recording footage. Hopefully this helps. By making the changes to the mission in the Mission Editor, you assume all risk. I would highly advise you make a copy of the original mission before editing. https://youtu.be/ZhHj85ufBqU Sent from my SM-N975U using Tapatalk
    3 points
  28. Hi guys. I've just tested the mod with all models. Seems fine to me too, but I couldn't see the aircraft icon at the center of the tablet. I think something may wrong with my mod. I'll try to fix it asap. Thx.
    3 points
  29. I really appreciate the Presets Panel on the Home Screen. Having the summary of settings listed and changing when different Presets are selected is helpful when trying to remember what is changing between different Presets.
    3 points
  30. Flies over ocean.. gets 90fps.. news at 9. Honestly, I dont know how anyone watches this guy and takes his stuff seriously
    3 points
  31. Here is another set of a Server Tacview and a Server track: https://drive.google.com/file/d/1t6R4cMeW9YeVsWxTY8THwk8nCyYSdg91/view?usp=sharing https://drive.google.com/file/d/1Tg10DSpaVJ7bJzZPaSPOAkMPpurTakGT/view?usp=sharing https://drive.google.com/file/d/159GcUl1EfVdckAgjOT6H-at3yGRa9NoN/view?usp=sharing https://drive.google.com/file/d/1_9Z2FyyLKt5_Y8-G1vLhEmSjtRFXmlzh/view?usp=sharing
    3 points
  32. There is no auto-update at the moment, The App itself checks the server for latest build version and build date and it populates the top bar of the app. Ie: Once I get a new host worked out, I'll re-enable and add the updater back to the package w/ the ability to update itself.
    3 points
  33. The F1 does not behave as you expect it to. That is also completely ok. But it has been pointed out by many players here, but especially by the devs, that the module in DCS is pretty close to the actual behavior of the real aircraft. But of course all of them are not right and you are trying to prove that at all costs. Maybe it is time to realize that it could be that you are NOT right. As you know, you are not allowed to post manuals here, but there are sites where you can buy them. It is also no secret that Wikipedia is not necessarily the most reliable source in these matters. For example, there is no mention of which version it is. For this reason alone, it does not really make sense to use this.
    3 points
  34. Noticed another thing today. When I quit while looking at FLIR, it momentarily blinks to what looks to be correct FLIR. I put together a video below. What's interesting to me is that nothing else changes. Terrain, trees, cockpit... nothing changes. Only FLIR changes during that 1 frame blink.
    3 points
  35. Thank you! I will check textures. Arranging unit names is also planned. One of the soviet/russian VVER-type reactors.
    2 points
  36. I bought the Globular Cluster comfort kit. The pads are larger and softer. A huge upgrade in comfort over the stock pads.
    2 points
  37. I've been on OB probably for 4-5 years and somehow it's possible to live and nothing has been destroyed. Of course, OB may contain more bugs than Stable (after all, Stable is after the OB filter and we already have a lot of our reports. Surely there is no concern about the problems you write about. Rather, older modules are usually the same as on stable, so it doesn't matter here.
    2 points
  38. On my joystick most of it implemented. 1. yes 2. roll yes, joint bumps hardly possible even if to implement natively. It is only texture feature. 3. in work 4. in work 5. in work 6. yes 7. yes 8. yes. It works for all planes
    2 points
  39. This is how it should look like:
    2 points
  40. I will change this parameter soon to lower values. Now it requires 2 Massive ordnance penetrators from B-21 mod. Still waiting the consultation of real specialist.
    2 points
  41. This is the Chinese version, and is still in active service, so a big NO. Deka already failed. I do hope so, but I'll give it a few decades. Even the Fulcrum is not happening quick.
    2 points
  42. I can't wait until I can buy this module. I think it is the most beautiful plane in the entire SIM.
    2 points
  43. I'd pin it on the fact that many DCS scenarios often put players in situations that would be strictly avoided in real life. Not that that can't or shouldn't be done, but you find out real quick why things aren't done that way. Man, if only we could've had an AH-1W, then we would have access to both AGM-122 and AIM-9. Of course, we'd also get mostly analog avionics, laser AGM-114 only (and with a maximum of 8!), and a much more convoluted front and backseat workflow, but gosh darn it, at least AIM-9 would be there!
    2 points
  44. Nuclear power plant IRANIAN design. New detailed models. v 1.01 download Installation: delete old mod from your tech folder and paste new one from archive. The set includes a destructible reactor (VVER-1000 inside), several auxiliary buildings, two chimneys, basement for main buildings, an electrical substation, and an electrical transformer. You can also download the mission, where all buildings are placed in the right way. Please support by donation if you like such assets.
    2 points
  45. slow loading has been reported to the team already and is being worked on. thank you
    2 points
  46. I have a big up-date coming! Up-dated with a new real B-29 cockpit! ai only. Massive load out options. FM up-dated to allow shorter runway take offs! As soon as testing is done. If anyone wishes to assist, send a PM in the forums. I will provide a link. Soon!
    2 points
  47. Maybe you have a conflict with another Mod? ... it works on my OB MT, tough it can't take-off from runways that are too short. Strangely, the Tupolev Tu-4 derivate Mod that @Stonehouse created, seems to not be working for me anymore ... pity, I used it a lot on my MiG-15 missions.
    2 points
  48. F-15A from mid 1970s - great. Cold War superfighter with semi analog/semi digital taste and the most maneuverable F-15 at low speeds. F-15A achieved some half of ~100 F-15 kills. F-16A MLU - bad, it was 1990s F-16A upgraded to Block 50 standard, just worse Block 50. But original early analog, super nimble, lightweight F-16A Block 1, 5, 10 with small tail, like the one shooting down some 40 Syrian MiGs in dogfights over Bekaa Valley would be great. F-16C Block 40 - good. Strike aircraft from late Cold War/Desert Storm with LANTIRN suite and WARHUD. F-16C Block 32 - bad. It was poorer performance derivative of Block 30 which had the best acceleration among F-16 family. Block 30 from late Cold War/Desert Storm, before it gained additional weight later on, would be good. Soviet (pre Russian) MiG-29 9.12 and Su-27S would be great if possible some day. Pure variants with best kinematic performance, avionics declassified and possible to model in DCS. Russian (post Soviet) MiG-29 SMT - bad, poor kinematic performance and reduced maneuverability, classified avionics and weapon. Russian (post Soviet) Su-27SM - 100% totally classified with close to zero data, it would have to be completely unrealistic made up fiction, having nothing in common with real jet, way less realistic than FC3.
    2 points
  49. Hi! Today we will show some screenshots and videos from the new update and a list of changes. We continue to improve "DCS: Syria map" thanks to you, we read all your messages. Work on "Syria" continues, the map will be improved and developed along with the DCS. You already know that the map has received a global update on night lighting, as well as work has been done on optimization. In addition to this, the changes affected all areas of the map: UI, VD, airfields, models, assets and scenes. List of updates: Added lighting using a new real-time technology. Added left-hand traffic in Cyprus. Added kneeboard (tablet). Updated mission generator. Added helipads on GUI map. Added parking for large aircraft. Optimized and improved city building models. Improved airfield hangar models. Improved models of original objects. Added destruction models for Aleppo Power Plant and Lafarge Factory. Improved the scenes of the original buildings in Haifa, Beirut, Adana and Damascus. Trees in the forest have been optimized. Tree collisions have been simplified. Added parking for MiG-23 Marj Ruhayyil, Shayrat, Tiyas. Fixed frequency settings for Gazipasa, Rene Mouawad, Ramat David, Ercan, Beirut, HATAY airfields. Taxiing Tal Siman, Beirut fixed. Fixed lighting for Sanliurfa, Adana, Khmeimim, Haifa. Fixed plates Akrotir, Incirlik. Removed objects from Rene Mouawad parking lots. Removed objects from Kingsfield glide path. Fixed bugs in vectordata and scenes. Updated map description. Added objects at road intersections and railway crossings. Added two types of gas stations. Added two types of roadside cafes. Improved cars and ships. Added new trains. Added cars for left-hand traffic. Improved city and field assets. Improved road and railway assets. Improved the original scenes of Adana. Fixing bugs in airfield scenes. Improving the substrate and the stadium model. Changed Normandy1944 and Normandy2 banners. Improved container ship and tanker models. Ok let's see what we got New gas stations & roadside cafes and added objects at road intersections and railway crossings. New new New train (cargo&pass) & ships Improved the original scenes And night Some of the cars
    2 points
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...